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Physicseditor libgdx
Physicseditor libgdx






physicseditor libgdx
  1. #Physicseditor libgdx mac os
  2. #Physicseditor libgdx android
  3. #Physicseditor libgdx software

It was written in objective-c and has been ported ( here) to C++. NOTE 2 - The original class was called GB2ShapeCache. In the video here ( link), it was used to create the asteroids the spiders are walking on. NOTE 1 - I have used this with Cocos2d-x very effectively. Void addFixturesToBody(b2Body *body, const std::string &shape, float32 scaleMeters) ĬCPoint anchorPointForShape(const string& shape) ĬCSize imageSizeForShape(const string& shape) Ĭonst std::vector& hullPointsForShape(const std::string &shape) * they are normalized to the size of maximum of the width/height. Info: PhysicsEditor: Physics shape editor for Phaser, Cocos2d-x, CoronaSDK, LibGDX and more. * Shapes created in the physics editor are in pixel dimensions.

#Physicseditor libgdx mac os

Void addShapesWithFile(const std::string &plist) ī2Fixture* addHullFixtureToBody(b2Body *body, const std::string &shape) LibGDX is a cross-platform Java game development framework based on OpenGL (ES) that works on Windows, Linux, Mac OS X, Android, iOS and your WebGL enabled browser. The Shape Cache API (which you can also get from their site) looks like this: class Box2DShapeCache

physicseditor libgdx

Run the tool and make sure that you have the Desktopand Androidsub-projects, as well the Box2dextension selected.

#Physicseditor libgdx android

The editor allows you to import your image then automatically create polygons that you can import into a "shape cache" and then load into the bodies when you create them. Editing physics parameters Using physics in your game Create a new LibGDX application Start by downloading the setup appthat LibGDX provides, as well as the Android SDK.

#Physicseditor libgdx software

I'm not affiliated with them and I am an independent software developer developer.

physicseditor libgdx

The most effective way I have found to convert any sort of image into a Box2D body is by using the PhysicsEditor tool ( link). Where am I going wrong? Can somebody please spot my mistakes? BodyEditorLoader loader new BodyEditorLoader ( ('data/test. Create a loader for the file saved from the editor. This example application demonstrates how you can use physics bodies defined with PhysicsEditor with the Box2D physics engine of LibGDX. This code is from that file only which uses. //////////// Adding Fixtures(mass, density etc) //////////////Ĭalling functions: myBrick = addBrick(100,0,10,10) Though you must have got a file named app.java when you downloaded. My addBrick Function b2Body* addBrick(int x,int y,int w,int h,bool dyn=true)ī(x*P2M,y*P2M) //Setting body positionīodydef.type=b2_dynamicBody // dynamic body means body will moveī2Body* body=world->CreateBody(&bodydef) //Creating box2D bodyī2PolygonShape shape //Creating shape object Also I am wondering is there really a way to convert images into a box2D body or We simple cannot do that ? I have tried the following code : I have searched alot about it o google and finally asking you all to please help me out as I am new to it. I have tried but it does not work i.e I do not get the desired result.








Physicseditor libgdx